d'oh! consider that fixed.

next!
#73
needs another feat.
Small Magical Beast
HitDice: 3dlO(16hp)
Initiative: +3 (Dex)
Speed: 5 ft.,fly 30ft. (poor)
AC: 18 ( + 1 size, +3 Dex, +4 natural)
Attacks: Tailslap+3melee
Damage: Tailslap Id4-1
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Scream
Saves: Fort+3,Ref+6, Will+ 1
Abilities: Str8, Dex 17, Con 10, Int5, Wis 10,Cha8
Skills: Hide+ 10, Listen+6, Move Silently+5, Spot+6
Feat: Alertness
Climate/Terrain: Any cold and temperate land, and underground
Organization: Solitary or pack (2-5)
Challenge Rating: 2
Treasure: Standard
Alignment: Always lawful evil
Advancement: 4-7 HD (Small); 8-9 HD (Medium-size)
Shrill wails echoing through the night signal the arrival of a SCREAMER. SCREAMERs are smallish beasts, humanoid in appearance but with frail and spindly arms and legs. These weak limbs are nearly useless for combat and locomotion, but the SCREAMER makes up for this disability with its bat-like wings. Although SCREAMERs are fast fliers, they are not par¬ticularly agile on the wing. SCREAMERs also have a long, muscular, barbed tail that is their primary means of physical attack. It should be noted that despite its appear¬ance and name, the SCREAMER has no connection with outsiders of any type.
COMBAT
A SCREAMER is a tireless combatant, refusing to back down regardless of how the combat is progressing; it always attacks on sight. It attacks in melee with its barbed tail and screams continuously until it or its oppo¬nent is dead.
Scream (Su): The SCREAMER issues a painful howling scream that has debilitating effects on all crea¬tures within 60 feet that hear it. All creatures that do not have their ears well plugged must succeed at a Fortitude save (DC 11) each round or be stunned for the remainder of that round. Spellcasters must succeed at a Concentra¬tion check (DC 11) each round they attempt to cast a spell. Conversation, even shouting, is impossible within 60 feet of a SCREAMER while it is screaming.